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-rw-r--r--src/walker.c199
1 files changed, 157 insertions, 42 deletions
diff --git a/src/walker.c b/src/walker.c
index 9a74816..0d32d57 100644
--- a/src/walker.c
+++ b/src/walker.c
@@ -1,23 +1,36 @@
#include "main.h"
#include "entity.h"
#include "loader.h"
-#include "input.h"
#include "tilemap.h"
#include <stdbool.h>
+#include <math.h>
#define SIZE 4
-#define ACCELERATION 2
-#define FRICTION 3
+#define ACCELERATION 1
+#define FRICTION 2
#define MAX_SPEED 16
-#define GRAVITY 2
-#define JUMP 40
+#define GRAVITY 1
+#define WALKABLE_CHECK_DISTANCE 10
+#define IDLE_TIME 90
+#define ATTACK_DELAY 120
+#define ATTACK_DELAY2 60
+#define ATTACK_REPEAT 60
+
+struct walker_ext {
+ unsigned idle_time, attack_delay, attack_delay2, attack_repeat;
+ signed facing;
+};
enum {
WALKER_NONE,
+ WALKER_FALL,
WALKER_IDLE,
WALKER_PATROL,
- WALKER_ALERT,
- WALKER_ATTACK,
+ WALKER_ALERT_IDLE,
+ WALKER_ALERT_CHASE,
+ WALKER_ALERT_RUN,
+ WALKER_ALERT_HALT,
+ WALKER_ALERT_ATTACK,
};
enum {
@@ -30,11 +43,12 @@ enum {
WALKER_A_JUMP,
WALKER_A_FALL,
WALKER_A_FALL2,
+ WALKER_A_ATTACK,
};
struct anim walker_anims[] = {
{WALKER_A_IDLE2, {0, 0, 16, 16}, 300},
- {WALKER_A_IDLE, {0, 32, 16, 16}, 2},
+ {WALKER_A_IDLE, {64, 0, 16, 16}, 2},
{WALKER_A_WALK2, {0, 0, 16, 16}, 6},
{WALKER_A_WALK3, {16, 0, 16, 16}, 6},
{WALKER_A_WALK4, {32, 0, 16, 16}, 6},
@@ -42,6 +56,7 @@ struct anim walker_anims[] = {
{WALKER_A_JUMP, {16, 0, 16, 16}, 300},
{WALKER_A_FALL2, {32, 0, 16, 16}, 15},
{WALKER_A_FALL2, {48, 0, 16, 16}, 15},
+ {WALKER_A_ATTACK, {80, 0, 16, 16}, 15},
};
static int bullet_update(struct projectile *self) {
@@ -71,6 +86,10 @@ static int bullet_update(struct projectile *self) {
part->hp = 5;
entities.particles++;
#endif
+ if (hitbox_overlap(self->hitbox, entities.player[0].hitbox)) {
+ entities.player[0].hurt(entities.player + 0, 1);
+ return 1;
+ }
if (self->hp == 0) {
return 1;
self->state = 0;
@@ -162,7 +181,7 @@ static void anim(struct entity *self, unsigned anim) {
self->anim = walker_anims[anim];
}
-static void attack(struct entity *self) {
+static void attack(struct entity const *const self) {
entities.projectile[entities.projectiles] = (struct projectile) {
.update = bullet_update,
.draw = bullet_draw,
@@ -186,64 +205,145 @@ static void attack(struct entity *self) {
entities.projectiles++;
}
+static inline int is_walkable(int const x, int const y) {
+ collision_T const front = tilemap_tile(tilemap, from_fixed(x), from_fixed(y) - 4);
+ collision_T const floor = tilemap_tile(tilemap, from_fixed(x), from_fixed(y) + 4);
+ return !collision_solid(front) && collision_solid(floor) && !collision_hazard(floor);
+}
+
+static void walker_free(struct entity *self) {
+ self->state = 0;
+ free(self->ext), self->ext = NULL;
+}
+
static int walker_update(struct entity *self) {
+ struct walker_ext *const ext = self->ext;
if (self->hp <= 0) {
- self->state = 0;
+ walker_free(self);
entities.enemies--;
return 1;
}
switch (self->state) {
+ case WALKER_FALL:
+ if (move(self, 0) != false) {
+ anim(self, WALKER_A_WALK);
+ self->state = WALKER_PATROL;
+ }
+ break;
+
case WALKER_IDLE:
if (move(self, 0) == false) {
- abort();
self->velocity.y = 0;
anim(self, WALKER_A_FALL);
- //self->state = WALKER_FALL;
+ self->state = WALKER_FALL;
}
self->timer--;
if (self->timer == 0) {
- self->facing = -self->facing;
+ ext->facing = -ext->facing;
anim(self, WALKER_A_WALK);
self->state = WALKER_PATROL;
}
+ if (abs(entities.player[0].x - self->x) + abs(entities.player[0].y - self->y) < to_fixed(64)) {
+ self->state = WALKER_ALERT_IDLE;
+ self->timer = ext->attack_delay;
+ }
break;
case WALKER_PATROL:
- if (move(self, self->facing) == false) {
- abort();
+ if (move(self, ext->facing) == false) {
self->velocity.y = 0;
anim(self, WALKER_A_FALL);
- //self->state = WALKER_FALL;
+ self->state = WALKER_FALL;
}
- if (collision_solid(tilemap_tile(tilemap, from_fixed(self->x) + self->facing * 8, from_fixed(self->y) - 4)) ||
- !collision_solid(tilemap_tile(tilemap, from_fixed(self->x) + self->facing * 8, from_fixed(self->y) + 4))) {
+ if (!is_walkable(self->x + to_fixed(ext->facing * WALKABLE_CHECK_DISTANCE), self->y)) {
anim(self, WALKER_A_IDLE);
self->state = WALKER_IDLE;
- self->timer = 30;
+ self->timer = ext->idle_time;
+ }
+ if (abs(entities.player[0].x - self->x) + abs(entities.player[0].y - self->y) < to_fixed(64)) {
+ anim(self, WALKER_A_IDLE);
+ self->state = WALKER_ALERT_IDLE;
+ self->timer = ext->attack_delay;
}
break;
- case WALKER_ALERT:
- attack(self);
- if (!input_a(input_held)) {
- self->velocity.y /= 2;
- anim(self, WALKER_A_FALL);
- //self->state = WALKER_FALL;
+ case WALKER_ALERT_IDLE:
+ move(self, 0);
+ ext->facing = self->x > entities.player[0].x? -1: 1;
+ self->facing = ext->facing;
+ if (abs(entities.player[0].x - self->x) > to_fixed(48)) {
+ if (is_walkable(self->x + to_fixed(ext->facing * WALKABLE_CHECK_DISTANCE), self->y)) {
+ anim(self, WALKER_A_WALK);
+ self->state = WALKER_ALERT_CHASE;
+ }
+ } else if (abs(entities.player[0].x - self->x) < to_fixed(32)) {
+ if (is_walkable(self->x + to_fixed(-ext->facing * WALKABLE_CHECK_DISTANCE), self->y)) {
+ ext->facing = -ext->facing;
+ anim(self, WALKER_A_WALK);
+ self->state = WALKER_ALERT_RUN;
+ } else if (is_walkable(self->x + to_fixed(ext->facing * WALKABLE_CHECK_DISTANCE), self->y)) {
+ anim(self, WALKER_A_WALK);
+ self->state = WALKER_ALERT_RUN;
+ }
}
- if (self->velocity.y > 0) {
- anim(self, WALKER_A_FALL);
- //self->state = WALKER_FALL;
+ if (abs(entities.player[0].x - self->x) + abs(entities.player[0].y - self->y) > to_fixed(96)) {
+ self->state = WALKER_IDLE;
}
- if (move(self, 0) == true) {
+ self->timer--;
+ if (self->timer == 0) {
+ anim(self, WALKER_A_ATTACK);
+ self->state = WALKER_ALERT_ATTACK;
+ self->timer = ext->attack_delay2;
+ }
+ break;
+
+ case WALKER_ALERT_CHASE:
+ move(self, ext->facing);
+ if (abs(entities.player[0].x - self->x) < to_fixed(40) || !is_walkable(self->x + to_fixed(ext->facing * WALKABLE_CHECK_DISTANCE), self->y)) {
anim(self, WALKER_A_IDLE);
- self->state = WALKER_IDLE;
+ self->state = WALKER_ALERT_IDLE;
+ self->timer = ext->attack_delay;
+ }
+ break;
+
+ case WALKER_ALERT_RUN:
+ move(self, ext->facing);
+ if (abs(entities.player[0].x - self->x) > to_fixed(40)) {
+ anim(self, WALKER_A_IDLE);
+ self->state = WALKER_ALERT_IDLE;
+ self->timer = ext->attack_delay;
+ }
+ if (!is_walkable(self->x + to_fixed(ext->facing * WALKABLE_CHECK_DISTANCE), self->y)) {
+ anim(self, WALKER_A_IDLE);
+ self->state = WALKER_ALERT_HALT;
+ }
+ break;
+
+ case WALKER_ALERT_HALT: // hack workaround for a weird issue where enemies would rapidly switch between moving and idling
+ move(self, 0);
+ if (self->velocity.x == 0) {
+ ext->facing = -ext->facing;
+ anim(self, WALKER_A_WALK);
+ self->state = WALKER_ALERT_RUN;
}
break;
- case WALKER_ATTACK:
- if (move(self, 0) == true) {
+ case WALKER_ALERT_ATTACK:
+ ext->facing = self->x > entities.player[0].x? -1: 1;
+ self->facing = ext->facing;
+ if (self->timer > 0) {
+ self->timer--;
+ }
+ if (self->timer == 0 && self->y + to_fixed(4) > entities.player[0].y && self->y <= entities.player[0].y) {
+ attack(self);
+ anim(self, WALKER_A_IDLE);
+ self->state = WALKER_ALERT_IDLE;
+ self->timer = ext->attack_repeat;
+ }
+ if (abs(entities.player[0].x - self->x) + abs(entities.player[0].y - self->y) > to_fixed(96)) {
anim(self, WALKER_A_IDLE);
self->state = WALKER_IDLE;
+ self->timer = ext->idle_time;
}
break;
}
@@ -288,22 +388,19 @@ static int walker_draw(struct entity *self, int camX, int camY) {
return 0;
}
-static void walker_free(struct entity *self) {
- self->state = 0;
-}
-
struct entity *walker_new(struct entities *entities) {
- entities->enemy[entities->enemies] = (struct entity) {
+ struct entity *self = entities->enemy + entities->enemies;
+ *self = (struct entity) {
.update = walker_update,
.hurt = walker_hurt,
.draw = walker_draw,
.free = walker_free,
.x = 0, .y = 0,
- .velocity = {.x = 0, .y = to_fixed(1)},
+ .velocity = {.x = 0, .y = 0},
.hitbox = {
0, 0, 0, 0,
},
- .state = WALKER_PATROL,
+ .state = WALKER_FALL,
.hp = 3,
.timer = 0,
.facing = 1,
@@ -312,16 +409,34 @@ struct entity *walker_new(struct entities *entities) {
.texture = NULL,
.ext = NULL,
};
- anim(entities->enemy + entities->enemies, WALKER_A_IDLE);
- entities->enemy[entities->enemies].texture = res_get_texture("fywi").data;
- return entities->enemy + entities->enemies++;
+ self->ext = malloc(sizeof (struct walker_ext));
+ *(struct walker_ext *) self->ext = (struct walker_ext) {
+ .idle_time = IDLE_TIME,
+ .attack_delay = ATTACK_DELAY,
+ .attack_delay2 = ATTACK_DELAY2,
+ .attack_repeat = ATTACK_REPEAT,
+ .facing = 1,
+ };
+ anim(self, WALKER_A_FALL);
+ self->texture = res_get_texture("enemy").data;
+ entities->enemies++;
+ return self;
}
int walker_property(struct entity *const restrict self, char const *const restrict property, char const *const restrict value) {
+ struct walker_ext *const ext = self->ext;
if (strcmp(property, "x") == 0) {
self->x = to_fixed(atoi(value));
} else if (strcmp(property, "y") == 0) {
self->y = to_fixed(atoi(value));
+ } else if (strcmp(property, "idle time") == 0) {
+ ext->idle_time = atoi(value);
+ } else if (strcmp(property, "attack delay") == 0) {
+ ext->attack_delay = atoi(value);
+ } else if (strcmp(property, "attack delay 2") == 0) {
+ ext->attack_delay2 = atoi(value);
+ } else if (strcmp(property, "attack repeat") == 0) {
+ ext->attack_repeat = atoi(value);
} else {
return 1;
}